Tonyroid

  • Content count

    169
  • Joined

  • Last visited

Community Reputation

210 Excellent

About Tonyroid

  • Rank
    Member

Recent Profile Visitors

517 profile views
  1. I've always liked the idea of having a liquid turbine generator that operates from water running downhill. I've put some thought into how it could be made to prevent it being easy to exploit. Let's say it's a device that generates power when the pressure above it is high and the pressure below it is low and when it operates then it moves some of the liquid from the top to the bottom. I think most of the problems can be solved by designing it this way: A minimum needed pressure difference. A maximum pressure difference (or it takes damage). Both sides of the turbine must be submerged in the same element. It leaks if it's not working. (Not working because all of these conditions aren't met.) Power output depends on the pressure difference, not the mass throughput or whatever. If the pressure direction is reversed, it takes damage. That ought to fix the problem of putting multiple turbines in sequence down the entire map. (Because one turbine can't create pressure for the next one unless there was enough pressure for that in the first place.) But door pumps are still a problem (and Escher waterfalls? I dunno a lot about those.) It's just too cheap to create pressure differences that way.
  2. The second one is a thing called a stirling generator. https://en.wikipedia.org/wiki/Stirling_engine I think it's a good idea and I think it could be easily distinguished from a steam turbine by not deleting any heat and just generating power from the movement of heat from one medium to another. (Like a real stirling generator). The downside to using it is that you lose those sweet high/low temperatures to entropy, and I bet it can be sufficiently nerfed by requiring a minimum temperature difference between it's cold and hot ends. It seems to be that it could be worked into gameplay as a pre-steam-turbine or as an especially late-game thing. I think that doesn't quite match your conception, I'm just brainstorming here.
  3. I'm getting a lot of feedback about people wanting to put the robo miners on the ceiling. I think I'm going to make a video of this steam room trick that keeps everything cool AND gets some power out of the regolith.
  4. You are right. The reason I didn't do that is because of the way I'm keeping the buildings cool. But it can certainly be done that way. Getting all three of them stuck at once is an extremely rare thing. I think I've only seen it happen one time in thousands of cycles (and it might have been a different problem). Also, if you stick them on the ceiling then you only need one. It's true. But then I'd have to include a regolith cooler in the video, and that sounds like work. BTW. If you use the regolith to heat steam for turbines, you can literally use your steam room as a shove vole stable. It's a neat way to go.
  5. That's a good point. I remember back when I expected 2% but wasn't getting it. It confused me. It's true. Meat can be converted to just about anything in one way or another.
  6. If you keep a vole confined and feed it one bite every 10 cycles so it doesn't die of starvation then it will lay an egg when it is 85 cycles old. If you don't feed it then it dies at about 45 cycles and doesn't lay an egg. In order to produce the same amount of meat, you'd need to maintain 2500 voles this way. It can theoretically be done but I don't know a practical way to feed the voles without letting them compete for food. As a result the unlucky voles starve to death and it seems to be impossible untenable to get a population that large.
  7. Shove voles drop more meat than any other critter. This build can feed over 300 dupes with a rather simple vole ranch. You can extend it to feed 1000's of dupes or until your frame rate starts to puke.
  8. Your space scanners all work with each other to detect all incoming events with the same reliability. If you are happy with your scan network quality, you could add a 0% quality space scanner (literally put it anywhere) to control your doors for a returning rocket. Because of that, keeping it protected is trivial. You can simply add a space scanner this way for each of your rockets.
  9. I always go for the one interest. I want to eventually specialize my dupes for specific tasks. (Although, it seems I tend to never get around to that.)
  10. In my fallible memory, it didn't used to work this way. I was so sure when I noticed it that I posted a bug report, but I don't know if it's a bug. I kinda dislike it personally. But I can see that it may be useful to have a "nursery" for some kinds of critters so they don't use the population capacity of your production stables. Since auto-wrangle works this way, you can reliably move ONLY the adults into production. At least some critters (all?) don't need the babies to be fed or non-crowded until they are adults, so perhaps greater efficiency could be had that way.
  11. I noticed that at some point. It's basically the same as having the egg buried in a natural tile (you can bury them in any natural tile for the same effect, by the way). It's like how you can find random Shove Vole eggs while digging around in the space biome, they are viable even though they've been there for the whole game.
  12. Window tiles block 10% of the light and mesh tiles block none. Ooh. That's only 6kg per cycle. I should have gone down this road a long time ago. I'm going to mess around with it right now. If this can be done with very little coolant then I don't see any reason to make it as complicated as I've always made it.
  13. I've never evaluated how much/little gas needs to be vented to cool robo-miners in space. I've always balked at the idea of venting gasses because I don't like seeing resources disappear, but I'd like to know more about it. It looks like this setup uses 12kg of gas (oxygen?) to cool each robo-miner after each meteor shower. That means it requires a minimum of 192kg for the whole sky after each meteor shower. That doesn't seem like too much to me, perhaps I'll change my usual approach. Why did you choose 12kg in particular? Did you play around much with other configurations and volumes? Like... using a valve to leak the O2 out a little at a time instead of quickly? Or whether you can get by with cheap miners made of gold or iron? It doesn't seem like you'd need to do much actual cooling since the miners only ever have to deal with their own heat.
  14. Gassy moo bait?

    Omg. Wild gas grass... I didn't even think of that until I read this. I must go mess with that right now. I discovered very quickly that it requires a column of sunlight, and that it's production is so slow that it's basically a waste of perfectly good sunlight.
  15. Volcano analysis

    You can flood it with water. It needs to be 2 tiles deep where the top layer has at least 150 kg of water.